However, the Tengri faith does not die out during the entire period of the game and there are always relatively strong rulers for it in the game. However, all the random events based on traits (which drop relations by 15 for those without and raise by 15 for those with the trait) are the same, along with the end bonus of 100 piety and prestige and +15 to vassal relations for one year. It also adds Celtic Paganism, Basque Paganism, Egyptian Paganism, Atenism, Canaanite Pagnaism, Mesopotamian Paganism, Arabian Paganism, Roman Paganism (separate from Hellenism), Mithraism and Etruscan Paganism. Cairo is distant and usually controlled by major Muslim powers. In game terms, all pagan religions fall into one of two broad groups, with a few exceptions - the offensively-oriented Germanic, Hellenic (Greco-Roman), Tengri and Aztec faiths, and the defensively-oriented Romuva (Baltic), Slavic, Suomenusko (Finnish), African, and Bön (Tibetan) faiths. Hellenic Paganism, as of Holy Fury (Patch 3.0), can now be revived as a religion. AI rulers are less likely to start wars, plots and factions. Many of these are heresies in CK2; if a heresy becomes more widespread than the parent religion, the parent will become a heresy and vice-versa, and the former heresy will replace it in a game exported to EU4. Kiev in 769 is notably a start whose default ruler, Dobrava Turov, is a woman. This severely slows down early-game conquest of the typically smaller, fractious pagan realms by expanding Abrahamics. Each one can only occur at a certain, and different, time each year. However, you may convert to an organized religion and change the succession law to the more useful (regular) gavelkind. However, stability is very low, and you have little control over your realm. Seers (court chaplains) have a significant penalty to the chance to convert provinces on top of their likely-lower moral authority, and vassals cannot be demanded to convert. Incompatible with Eternal Riders and Invaders doctrines. Pagans tend to be powerful in early years but weaken as time passes for several reasons: There is hope, however: should the Pagan faiths become reformed, the faith's survival is almost set in stone. Penalty to moral authority and to mission. Benefits of becoming a member Check back as new material is added! Aztec religion only appears in-game if Sunset Invasion DLC is in use. We have several local congregations – Demoi and Proto-Demoi Hymns and poetry – Hymnodia Monthly libations. For example, players who seek to reduce internal conflicts in their country, but still want to expand their boundaries, could use the following culture/religion/doctrine combination: Altaic culture, Tengri, Peaceful, Stability, Equality, Autonomous. However, the Sons of Abraham demon child event chain will create Zunist "witches", who can be married matrilineally or assigned as guardians to children with the Faith or Heritage focus. Each temple looted in a raid gives +1% to moral authority. It combines mechanics from Dharmic religions and defensive paganism and offers quite a unique gaming experience. Either Stettin, Wolgast, Rügen or Werle has a free holding, The count holding the chosen county is Germanic or Reformed Germanic, and accepts the creation. This version features the ancient cults of the celts, the Druidic religion, and the ancient religion of the Roman and Greek peoples. Can built temples dedicated to the Olympians, each providing different bonuses. Holding the Blood Games in the Grand Amphitheater grants an additional 200 Prestige. Because of this, it is usually strategically advisable to hold off on reforming your religion until your realm is at a multiple-kingdom level, and to make sure to exploit any subjugation or county conquest CBs against nearby easy target pagans before reforming your religion. Germanic faith is the faith of Scandinavian & Saxon people, worshiping deities like Odin/Wotan. The homeland attrition penalty does apply to reformed pagans of another faith, but the "old faith" heresies have no such protection against the reformed churches of their specific branch of paganism. Germanic pagans do not have to reform to create the Jomsvikings; instead, they must control Stettin, Wolgast, Rügen or Werle.). Pagans have great difficulty holding large realms together. Eldership Succession law is available, Bloodthirsty Gods + Seabound + Unrelenting, Rulers do not receive opinion penalties for raised vassal levies + Syncretism + Meritocracy. If fighting unreformed pagans is a priority after reformation, the Unrelenting doctrine or the Tengri equivalent (Eternal Riders) is recommended. Faith is widespread in earlier starting dates, among the multitude of petty rulers, but is in decline from 1066 onwards. Crusader Kings II Wiki is a FANDOM Games Community. AI looter prefer coastal counties. AI rulers only try to convert provinces if zealous. Ship maintenance reduced to 10%. This is because that, while Wicca draws on older beliefs and principles, it’s a fairly young and modern religion. All Offensive pagans also gain a +30% bonus to their levy sizes, making up for likely lower technology and smaller fort holdings. This allows other pagans (especially Tengri and Germanic pagans) to fairly easily invade other pagans with conquest and subjugation casus belli. They also cannot reform to Feudalism or a Merchant Republic unless they Reform or convert to a non-pagan religion. Reformed religions lose access to subjugation wars, one of the fastest ways for pagans to expand. Intermarry Buddhist, Zoroastrian group. Intermarry Eastern group, Zoroastrian group. They can easily convert provinces by pillaging every holding in a province. A religion's nature determines its attitude toward warfare and religious conversion. Full status of woman law is enforced. Most pagans may raid neighboring provinces (and coastal provinces, if ships are available) for loot and prestige, even without a tribal government (which majority of the pagans are). Disallow avuncular marriage and cousin marriage. Various festivals. There was much continuity in Hellenistic religion: the Greek gods continued to be worshiped, and the same rites were practiced as before. The default succession law for tribal unreformed pagans is elective gavelkind. Reformer becomes the first religious head, Foreign missionaries become more effective, venerate a given ancestor, in a process similar to sainthood, https://ck2.paradoxwikis.com/index.php?title=Pagans&oldid=42362, Monthly prestige +0.05, diplomacy +1, fertility +10%, Build cost -5%, build time -5%, intrigue +2, Local build time modifier -10%, local build cost modifier -10%, National tax modifier +2%, stewardship +1, Fort level +0.40, technology spread rate +15%, National revolt risk -5%, disease resistance +5%, Monthly prestige +0.03, learning +1, personal combat skill +5. The last playable Germanic ruler available is Arnfast of Västerbotten, who dies in 1309. Bear in mind that in 1066, Novgorod is Christian, and the Rurikid dynasty which holds it has multiple potential allies from other dynasty members. The Slavic faith is followed, as the name suggests, by the Slavic peoples of Europe. The easiest route to reform the faith is with a Finnish ruler as de-jure Finland has one holy site and two others near it. Interfaith marriage is unavailable. Tengri, worship of the Sky Father, is the religion of the Steppe and the bulk of its followers are nomads, whose lands stretch from Danube to Mongolia. The selection of Leadership style determines the type of religious head.